Berserker/Thief dual class
Yosharian
Member Posts: 67
Hello there chaps, I'm considering a special playthrough for the release of BG:EE, a no-magic playthrough where I only use characters that are non-primary spellcasters (e.g. Paladins allowed cos their spells are ****e anyway) or not spellcasters at all (so no mages or clerics!).
To this end I started considering my main character and decided on a Berserker/Thief dual, however I'm not experienced with this class type so I have some questions for you guys. Note that since I'm playing BG:EE this will be virtually vanilla, only with the modifications/improvements that come with BG:EE obviously. (I will NOT be using illegal stuff like Fake Talk, although I'm going to abuse the **** out of traps =D)
Selection of classes:
http://www.playithardcore.com/pihwiki/index.php?title=Baldur's_Gate:_Classes_and_Kits#Fighter
I chose Berserker because of the immunities, basically. I've been wondering how the **** I'm going to manage against vampires, umber hulks, etc etc without them. Enrage gives immunity to: charm, hold, fear, maze, imprisonment, stun, confusion, feeblemind, level drain and sleep. (according to IPIHC) This stuff is gonna be crucial. Loss of ranged specialization: pfft who gives a ****!
My only other thought was wizardslayer, but I tossed that one in the bin because I can't be arsed to wait for Use Any Item to overcome the no-magic items rule... No way I can cope without them in this playthrough. I am NOT interested in Kensai as I don't believe it fits the Fighter/Thief playstyle that I'm intending (straight up fighting with some scouting/ability use as necessary).
Any comments or suggestions?
Level distribution:
Fighter level progression:
http://www.playithardcore.com/pihwiki/index.php?title=Baldur's_Gate:_Progression_Charts#Fighters_and_Barbarians
I'm thinking level 9 berserker to gain access to the final hit die, one more proficiency point, bit more thac0 etc, and also one more use of 'enrage' (i believe that will be 3 uses? 1, 5, 9, right?) After that obviously dual to Thief and max that.
Justification: I believe HP will be crucial for this playthrough (I'm already having nightmares about Kangaxx) and so I'd like to get that extra hp. I don't want to wait til level 13 as I already did a kensai/mage and I think I dualled around 7/9 and found even that to be very tedious to play while waiting for my old abilities to come back. I also don;t think it's crucial to do just for that extra 0.5 of an attack. I also think having extra uses of enrage is going to be very useful.
Weapon proficiencies:
http://mikesrpgcenter.com/bgate2/weapons/axes.html
Here's where I'm a bit stumped, I really have no idea what to go for. My character is going to be neutral, so I'm not going to be wielding Blackrazor or anything. Equalizer is a nice choice but hardly an endgame weapon. I will have lots of melee fighter allies so it's not like the Crom Faeyr will go to waste if I don't wield it, etc.
Also, I heard that 2-handed weapons are optimal for backstabbing rogues? 0-o Can anyone explain this to me? Also, I'm not entirely sure I'm going to be backstabbing all the time, so I don't know if I want to build my entire character around that. Having said that, UAI will allow me to use Carsomyr =D But then again, I was considering using Keldorn on my BG2 run, so I might want to give it to him...
Perhaps the Flail of Ages would be best, as Free Action will protect against slows and other annoying effects like Web, since I won't be having access to that spell with no cleric. (as long as BG2:EE doesn't have a cute cleric NPC as one of the new characters, =S).
Perhaps Belm for offhand?
What about not having access to haste/improved haste? Are there any weapons which become more useful because of this?
So yeah, lot of stuff to consider there. I'm thinking Longsword + Scimitar... But I need to know what you guys think of 2-handed. Ugh.
HLAs:
http://www.playithardcore.com/pihwiki/index.php?title=Baldur's_Gate:_Epic_Level_Abilities
So I figure the best HLAs are the Thief ones, that's mainly why I'm dualling from Fighter, although also I'm going to use the Thief skills a lot I think.
The main ones are Use Any Item and the special traps, and of course Assassination is pretty awesome. Avoid Death is sort of useful. Not sure about Evasion/Improved Evasion though.
That's all I can think of for now.
To this end I started considering my main character and decided on a Berserker/Thief dual, however I'm not experienced with this class type so I have some questions for you guys. Note that since I'm playing BG:EE this will be virtually vanilla, only with the modifications/improvements that come with BG:EE obviously. (I will NOT be using illegal stuff like Fake Talk, although I'm going to abuse the **** out of traps =D)
Selection of classes:
http://www.playithardcore.com/pihwiki/index.php?title=Baldur's_Gate:_Classes_and_Kits#Fighter
I chose Berserker because of the immunities, basically. I've been wondering how the **** I'm going to manage against vampires, umber hulks, etc etc without them. Enrage gives immunity to: charm, hold, fear, maze, imprisonment, stun, confusion, feeblemind, level drain and sleep. (according to IPIHC) This stuff is gonna be crucial. Loss of ranged specialization: pfft who gives a ****!
My only other thought was wizardslayer, but I tossed that one in the bin because I can't be arsed to wait for Use Any Item to overcome the no-magic items rule... No way I can cope without them in this playthrough. I am NOT interested in Kensai as I don't believe it fits the Fighter/Thief playstyle that I'm intending (straight up fighting with some scouting/ability use as necessary).
Any comments or suggestions?
Level distribution:
Fighter level progression:
http://www.playithardcore.com/pihwiki/index.php?title=Baldur's_Gate:_Progression_Charts#Fighters_and_Barbarians
I'm thinking level 9 berserker to gain access to the final hit die, one more proficiency point, bit more thac0 etc, and also one more use of 'enrage' (i believe that will be 3 uses? 1, 5, 9, right?) After that obviously dual to Thief and max that.
Justification: I believe HP will be crucial for this playthrough (I'm already having nightmares about Kangaxx) and so I'd like to get that extra hp. I don't want to wait til level 13 as I already did a kensai/mage and I think I dualled around 7/9 and found even that to be very tedious to play while waiting for my old abilities to come back. I also don;t think it's crucial to do just for that extra 0.5 of an attack. I also think having extra uses of enrage is going to be very useful.
Weapon proficiencies:
http://mikesrpgcenter.com/bgate2/weapons/axes.html
Here's where I'm a bit stumped, I really have no idea what to go for. My character is going to be neutral, so I'm not going to be wielding Blackrazor or anything. Equalizer is a nice choice but hardly an endgame weapon. I will have lots of melee fighter allies so it's not like the Crom Faeyr will go to waste if I don't wield it, etc.
Also, I heard that 2-handed weapons are optimal for backstabbing rogues? 0-o Can anyone explain this to me? Also, I'm not entirely sure I'm going to be backstabbing all the time, so I don't know if I want to build my entire character around that. Having said that, UAI will allow me to use Carsomyr =D But then again, I was considering using Keldorn on my BG2 run, so I might want to give it to him...
Perhaps the Flail of Ages would be best, as Free Action will protect against slows and other annoying effects like Web, since I won't be having access to that spell with no cleric. (as long as BG2:EE doesn't have a cute cleric NPC as one of the new characters, =S).
Perhaps Belm for offhand?
What about not having access to haste/improved haste? Are there any weapons which become more useful because of this?
So yeah, lot of stuff to consider there. I'm thinking Longsword + Scimitar... But I need to know what you guys think of 2-handed. Ugh.
HLAs:
http://www.playithardcore.com/pihwiki/index.php?title=Baldur's_Gate:_Epic_Level_Abilities
So I figure the best HLAs are the Thief ones, that's mainly why I'm dualling from Fighter, although also I'm going to use the Thief skills a lot I think.
The main ones are Use Any Item and the special traps, and of course Assassination is pretty awesome. Avoid Death is sort of useful. Not sure about Evasion/Improved Evasion though.
That's all I can think of for now.
0
Comments
Classes to look at: Any of the Paladin Kits, Berserker or Barbarian, Wizard Slayer? He'd fit the theme for sure, Bounty Hunter or the uber traps.
I'd recommend that you dual at 13, since that's when your attacks per round cap out. Belm in your off-hand is a good move, I'm not sure about using the Flail of Ages... I usually abuse backstab alot as a fighter/thief. You can also just aquire a Ring of Free Action so... I'd stick with thief friendly weapons because backstab is half the appeal.
Berserker immunities are fantastic, it's a good choice.
http://mikesrpgcenter.com/bgate/melee.html
However I don't want to play a Paladin as the main character because I have played many Paladins before, I've taken about 3 Paladins through BG2 already. I was actually referring to using Paladin NPCs in my game, such as Ajantis.
Druids, Bards, Clerics and Mages are all out. The only exceptions are Paladins and Rangers, as well as Neera because basically she's one of the new characters.
I'm pretty set on a Fighter/Thief of some sort, even possibly a multiclass. But I think Dual will serve my purposes better.
Do you really think the extra 4 levels from 9->13 are worth it for 0.5 an attack?
I had no idea Flail was a non-backstab weapon, I know that now.
So it's either:
Longswords
Short Swords
Katanas
Quarterstaves
Scimitars
Daggers
Did I leave any out? Obviously the Celestial Fury stands out, but +3 won't cut it in Throne Of Baal...
Yep it's a shame about that there flail.
Put it this way, dualling at 9 instead gives me 9 attacks per round with improved haste, and a base 10 thac0 at higher levels (thief max thac0).
Dualling at 7 gives me the same, but I lose one use of Enrage, and 2d10 hit dice get replaced with 2d6 (so thats 8 hp).
Dualling at 13 gives me 10 attacks per round with IH, and a bonus of 8 base thac0, and slightly better poly/breath saving throws.
I don't know man, it's all so hard to decide. I just can't see giving up Dual-wielding, with all its bonuses, being worth it for a little more backstab damage.
Backstabbing isn't the ONLY type of fighting I'm going to do.
Though in BG1 there are no magic clubs, however I think someone said that the Root of the Problem magic club is being added back in for BGEE, and that's pretty cool - +1/+3 against "unnatural creatures" (whatever that means)
BTW the Dagger of Venom in BG1 is pretty cool, because of the poison damage
For the mainhand I doubt I'll go for daggers, cos their base damage is so low. Other than that, not sure what I will go for yet. Longsword has the pretty sweet Angurvadal +5 as an endgame weapon so that's nice, although it takes forever to get (pretty deep into ToB), The Equalizer is nice until then I suppose.
Question about offhand proficiency: how far into proficiency should I go with the offhand weapon? Does having grandmastery in your offhand weapon even matter at all in terms of number of attacks per round? (obviously it will give extra +hit and +damage bonuses when you atk with your offhand)
Another question: If I wield both Belm AND Scarlet Ninja-To, do I get TWO bonus attacks per round??
Yep. But belm just does not cut it in TOB, and you need UAI to use Scarlet Ninja-To.
7th level fighter gives 1.5x.
Grandmastery gives 1.5x I believe. (0.5 in unmodded BG2, 1.5 with 'true grandmastery' mod installed, 1.5 in vanilla BG1)
Dual-wielding gives 1x.
Belm/Scarlet gives 1x.
Total: 5 attacks per round (1.5 + 1.5 + 1 + 1 + 1). So I don't need that 13th fighter level at all.
Am I right or am I right?
edit: ah ok apparently BG2's grandmastery does not give you any extra attacks, so that's where the confusion is. I wonder if BG2:EE will have the 'true' grandmastery values... Well if it doesn't, I'll just mod it. So there we go, if grandmastery gives a full extra attack then I don't need to be a level 13 fighter at all.
edit2: ok apparently true grandmastery gives ONE FULL attack as opposed to half an attack, so the final bonus with grandmastery is 1.5x. (liiiiiittle overpowered, I think it should be half an attack.. oh well)
Unless you're a passionate supporter of Wizard Slayers (they're about) I wouldn't recommend one over a Berserker. It's a long wait to get UAI.
also, if you want to be effective as a thief, multi at level 3 - you'll get grandmastery at around the same time (thief 8), the only thing you'll miss is thac0 and a half attack, but in return, you'll be able to backstab very, very nicely, and become viable much earlier.
@Isair: there is (thankfully) a component in... level 1 npcs iirc, which takes care of that bit of dumbness. also, you can easily edit the weapon yourself to allow backstabbing, though both methods mean single class thieves could use it from the get-go - but that's easy to work around. (don't use it until you have UAI)
...You disgust me.
There are plenty of uber quarterstaffs for fighting and backstab purposes, 2 weapon fighting is over rated.
In your second paragraph, you said multi at level 3? I don't understand that. Did you mean dual at 13? Confused there.
Level 1 NPCs is a mod which won't be compatible with BG:EE at launch, I suspect.
yeah, I meant dual at lvl 3. if you want to go from BGEE to BG2EE, obviously you can choose to do this later - I went by the "BGEE character only" line of thought.
shield amulet starts with 10 or so charges, but selling to a merchant and buying it back ups it to 50 whenever you want (cost you about 2k gold though).
no info on lvl1 npcs yet, but even then, you can just edit the weapon easily.
Kensai/Thief is the classic powersauce dual. You don't even have to worry about using the Shield amulet that often, there's alot of spells & potions that can effect your AC even more - Potions of Defence & Invulnerability, Mages can also target you with spells such as Spirit Armor & Blur via spell triggers.
If you have Aerie in BG2 she's the best buffer since she can combine cleric & mage spells into a trigger.